Heaven or Hell... ~Vibrant rays of sunlight pour down upon the grass, sparkling the forest with dazzling hues. A serene lake flows softly to the side, its surface smooth as a mirror. The all too tranquil trees and atmosphere hides an enigmatic secret, but what exactly? As the combatants step forward, they can't help but feel there's some kind of higher power at work, perhaps with the ability to warp the fabric of time itself...~ RULES Battle Type: 3v3 Doubles DQ Time: 2 Days (48 hour period) Restrictions: 2 recoveries, 5 chills, no weather moves/abilities Switch: OK Items: Off Abilities: All Music: Maplestory - Kamuna; others as the match progresses Arena: Time Traveler's Forest Time Traveller's Forest (Move your mouse to reveal the content) Time Traveller's Forest (open) Time Traveller's Forest (close) Arena: Time Traveller's Forest Field Type: Diverse Complexity: Intense Format: All Restrictions: Weather moves won't work. Description: A simple little grove in the middle of a forest, with a 50m clearing in the middle. A river runs silently off to the side of the arena, about 2.5m deep and 3m wide, and sunlight flutters softly down onto this picturesque scene. So, what make this arena so special? Time Travel. At the beginning of every round, Celebi shows up (Non-catchable) and shifts everyone from the current timeline to a random alternate (Schroeder's Cat Principle. It's Quantum Physics, hard to explain). The potential timelines are: - Natural Life: The starting arena. Call it home if you like, because it'll be the only promise of comfort you'll get. No special effects. - Forest Fire: Tiger, Tiger, burning bright... All Fire Moves enjoy a +2BP Boost, while Water Moves suffer a -2BP Boost. In adition, all pokemon unused to the intense heat with have -1 Accuracy. - Industrialization: Welcome to the Streets. Desolate for as far as the eye can see, nothing but concrete and iron under the harsh street lamps of the Big City. The river and all the trees are gone, and Seismic Activity and Dig are unusable. Steel, Poison and Electric types are right at home, and have the Energy cost reduced of all moves by 2. - Drought: Sunlight, so harsh it burns. The trees have lost their leaves, and offer little to no relief to wary battlers. All Grass-Types will be treated as if they have Solar Power, as well as their normal abilities. Water-types will also be treated as if they have Dry Skin. - Storm: Thunderbolts and Lightning, very very Frightening! The river has flooded, and everyone has about 50cm of water around their ankles! This impedes foot-movement, and all moves that require going up and striking your opponent to have negative priority. Flying types, Levitators and Water-types are able to ignore this, due to their ability to avoid/thrive in watery conditions. - Deadland: The river dried up, and the land died with it. Nothing but Sand as far as the eye can see, which isn't very far, with the giant Sandstorm in your face. Pokemon uncomfortable with Desert conditions have -1 Accuracy. - Snowbound: Welcome to a Winter Wonderland. Weather is Snowing (Hail, without the damage per Action). Pokemon unfit for Winter conditions will move slower than normal. - Volcanic Pile: From out of the ashes I leap! The volcano has long since died down, but its scar against the countryside is left forever. The ground is rocky and loose, giving all direct damaging attacks a 1/10 of outright failing, with the exception of Flying, Rock, Ground or Levitating Pokemon. - Midnight in a Perfect World: Identical to Natural Life, but during the Night. Because of the tranquility, a sense of peace befalls all Pokemon; Chilling regains 10 health as well as 18% Energy, and Recoveries are 50% more effective, and will work with their maximum level of effectiveness (even Sythesis/Morning Sun). This peace also affects a Pokemon's fighting prowess; All Pokemon's Attack and Special Attack Ranks are halved, rounded up. - 1994 Kanto: Taking it way back, when Pokemon was just ≈150. Long before the Physical/Special Split, Abilities, Items and Natures, there was these 16-bit trees and the most catchy music in the world. If you haven't worked out what the conditions are, look it over. And any other little place that may pop into the Ref's head, as long as it's simple. SimonSays OOO Duke the VIGOROTH (Move your mouse to reveal the content) Duke the VIGOROTH (open) Duke the VIGOROTH (close) Vigoroth (Duke) [M] Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense] Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 (-) SpA: Rank 2 SpD: Rank 2 Spe: 90 Size Class: 3 Weight Class: 3 Base Rank Total: 16 EC: 7/9 MC: 3 Attacks: Uproar Scratch Yawn Encore Slack Off Faint Attack Amnesia Endure Flail Focus Punch Reversal Counter Covet Crush Claw Night Slash Hammer Arm Body Slam Pursuit Return Double Team Rock Slide Earthquake Facade Toxic Moves: 24 Ace the DRAGONAIR (Move your mouse to reveal the content) Ace the DRAGONAIR (open) Ace the DRAGONAIR (close) Dragonair (*) Ace (F) Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense] Type: Dragon Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. (Dragonite line capable of breathing underwater) Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 (-) SpA: Rank 3 SpD: Rank 3 Spe: 70 Size Class: 3 Weight Class: 2 EC: 8/9 MC: 4 DC: 5/5 Attacks: Wrap(*) Leer(*) Thunder Wave(*) Twister(*) Dragon Rage(*) Slam(*) Agility(*) Safeguard Outrage Dragon Tail Dragon Dance(*) ExtremeSpeed(*) Dragon Rush(*) Dragon Pulse Rest(*) Waterfall(*) Fire Blast(*) Thunder Blizzard Moves: 19 SandGiant the BALTOY (Move your mouse to reveal the content) SandGiant the BALTOY (open) SandGiant the BALTOY (close) Baltoy (SandGiant) (U) Nature: Relaxed (Add One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.) Type: Ground/Psychic Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities: Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Stats: HP: 90 Atk: Rank 2 Def: Rank 3 (+) SpA: Rank 2 SpD: Rank 3 Spe: 47 (55 / 1.15, rounded down) Size Class: 1 Weight Class: 2 EC: 5/6 MC: 2 Attacks: Confusion Harden Rapid Spin Mud Slap Psybeam Rock Tomb SelfDestruct AncientPower Cosmic Power Earth Power Extrasensory Power Split Explosion Calm Mind SolarBeam Bulldoze Rest Moves: 17 VS Texas Cloverleaf OOO Cacnea (Move your mouse to reveal the content) Cacnea (open) Cacnea (close) Cacnea, Rosey, Female Nature: Naughty (+1 Atk, -1 SpD) Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Abilities: Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. Water Absorb (Hidden): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself. Cacnea HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 3 SpD: Rank 1 (-) Spe: 35 Size Class: 1 Weight Class: 4 Base Rank Total: 14 EC: 5/6 MC: 0 DC: 4/5 Poison Sting Leer Absorb Growth Leech Seed Sand Attack Pin Missile Ingrain Sucker Punch Disable Seed Bomb Nasty Plot Magic Coat Thunderpunch Teeter Dance Swords Dance Energy Ball Toxic Total Moves: 17 Metang (Move your mouse to reveal the content) Metang (open) Metang (close) Metang, Rocky Nature: Brave (+1 Atk, -15% Speed, -10% Evasion) Type: Steel/Psychic Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities: Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.) Metang HP: 90 Atk: Rank 4 (+) Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 43 (-) Size Class: 2 Weight Class: 6 (202.5 kg) Base Rank Total: 16 EC: 8/9 MC: 0 DC: 3/5 Magnet Rise Take Down Metal Claw Confusion Scary Face Zen Headbutt Iron Defense Iron Head Meteor Mash Bullet Punch Pursuit Agility Earthquake Stealth Rock Hone Claws Ice Punch Total Moves: 16 Pignite (Move your mouse to reveal the content) Pignite (open) Pignite (close) Pignite, HulaCloverPig, Male Nature: Brave (+1 Atk, -15% Spe, -10% Evasion) Type: Fire/Fighting Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Abilities: Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) (Hidden) Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) Pignite HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 47 (-) Size Class: 2 Weight Class: 4 Base Rank Total: 15 EC: 8/9 MC: 0 DC: 5/5 Tackle Tail Whip Ember Odor Sleuth Defense Curl Flame Charge Arm Thrust Smog Rollout Take Down Heat Crash Assurance Head Smash Flare Blitz Superpower Curse Yawn Wild Charge Grass Knot Flamethrower Will-o-Wisp Taunt Bulldoze Focus Blast Total Moves: 23 SimonSays sends out first. Texas Cloverleaf sends out after and attacks first. SimonSays attacks after.